<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<!--
	While these Defs are only used conditionally with other mods active,
	they don't actually do anything by themselves, so there's no harm loading them.
	 -->

	<!-- ==================== Thing Categories ========================== -->
	
	<!-- ==================== AmmoSet ========================== -->

	<!-- Lasers -->
	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_SalvagedLaserEradicatorCE</defName>
		<label>laser charge</label>
		<ammoTypes>
			<Ammo_LaserChargePack>Bullet_Laser_SalvagedLaserEradicatorCE</Ammo_LaserChargePack>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<!-- ================== Projectiles ================== -->

	<!-- Lasers -->
	<ThingDef Class="CombatExtended.Lasers.LaserBeamDefCE" ParentName="LaserBulletRed">
		<defName>Bullet_Laser_SalvagedLaserEradicatorCE</defName>
		<label>eradicator laser beam</label>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>CE_Laser</damageDef>
			<damageAmountBase>20</damageAmountBase>
			<armorPenetrationSharp>15.5</armorPenetrationSharp>
			<armorPenetrationBlunt>0.001</armorPenetrationBlunt>
			<!-- The overall pressure exerted by a laser beam striking something is, unsuprisingly, negligable. -->
		</projectile>
		<comps>
			<li Class="CombatExtended.CompProperties_ExplosiveCE">
				<damageAmountBase>40</damageAmountBase>
				<explosiveDamageType>Bomb</explosiveDamageType>
				<explosiveRadius>3.5</explosiveRadius>
				<explosionSound>MortarBomb_Explode</explosionSound>
				<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			</li>
		</comps>
	</ThingDef>

</Defs>